Dungeons & Dragons Experiment discussion
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message 1:
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The landmaster, Cool dude. Inactive.
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Jan 23, 2018 07:57PM

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message 2:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 3:
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Austin, CEO of the world's largest and most evil Megacorperation
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Okay, I've never done anything like this before, but this is what I have so far. Let me know what you think, and keep in mind that I'm not done yet.
T-600 titan AMERICAN TANK
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
T-600 titan AMERICAN TANK
HP: Main body: 100 Each leg: 60
AC: 15
Speed: 75 (60 with 3 legs)
Strength: 50
Dexterity: 10
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Weapons:
Smoothbore cannon 200'/1000': +5 to hit. 3d20 bludgeoning damage with direct hit, 1d10 damage if within 12', 1d6 damage if within 25'. Can't hit flying enemies closer than 100'. Advantage on targets closer than 100', +5 hit for every size over Large, and -10 hit for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Twin rocket launchers: 500'/1000':3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 rockets in each launcher, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Defense mechanisms:
Trophy system: Intercepts all projectiles en route to the tank. The first is activated upon startup and lasts until 50lbs of material has been collected. Afterwards, a shield lasts for 3 rounds, needs 1 round to recharge, and activates 2 rounds after the command is given. (Example: Command-wait-Shield) The activation command can be given while a shield is currently active, but there must be at least one round between shields, or they cancel each other out and both are wasted.
EMP: Electro magnetic pulses radiate in a 25’ radius, and also extend in a beam reaching 100’. Charge time: 1d4 rounds x2
message 5:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Wait, hold on. I remember why I added ignoring AC. Because they are smoothbore missles, and so they curve. Also, if a cannonball hits you, armor won’t do squat. Your best bet is to avoid it in the first place. That was my thought process, if you think +5 is better, we can do that, I’m just explaining what I was thinking.
message 8:
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Austin, CEO of the world's largest and most evil Megacorperation
(last edited Jan 25, 2018 08:08AM)
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Yeah I get what you are saying. But ac is also the ability to dodge. The ac from the light armors is the armor + sexy modifyer. So ignoring ac is when you have some weapon that never misses. So I think it should instead be +5 to hit.
The charisma reasoning is; who wouldn't do what they are told. When the guy asking has a tank. I think it should be + 5 through intimidation
Also think that those in the tank should have a -10 to perseption roll.
The charisma reasoning is; who wouldn't do what they are told. When the guy asking has a tank. I think it should be + 5 through intimidation
Also think that those in the tank should have a -10 to perseption roll.
Okay, I'll add those. So, if we are going with +5 hit instead of ignoring AC, should I drop the DC rolls for the cannon? And should I Give the missiles ignore AC?
message 10:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)
And also starting on the
T-99 KOREAN TANK
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800: 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. DC decrease by 5 for every size over Large, and increases 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
...You'd need at least a handful of these to have even a rough chance against a titan, but I can't really think of any other plausible additions I could give it...any ideas?
T-99 KOREAN TANK
HP: 100
AC:15
Speed: 100
Strength: 40
Dexterity: 15
Constitution: 50
Intelligence: 0
Wisdom: 0, all passengers inside also decrease by 5, but not below 5
Charisma: 0, all passengers inside also decrease by 5, but not below 5
Drivers to the tank also have -10 on perception rolls and +5 on intimidation rolls.
Smoothbore cannon 200'/800: 6d12 bludgeoning damage. Can't hit flying enmies closer than 500'. Advantage on enemies closer than 100'. DC decrease by 5 for every size over Large, and increases 10 for every size under medium.
Machine gun (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
...You'd need at least a handful of these to have even a rough chance against a titan, but I can't really think of any other plausible additions I could give it...any ideas?
And as for the missiles...are you sure? They're missiles, and missiles don't really miss. No pun intended.
message 13:
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Austin, CEO of the world's largest and most evil Megacorperation
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well we don't want something that would instantly kill our players. I could see that be miss used.
message 14:
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Austin, CEO of the world's largest and most evil Megacorperation
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I think the T-99 should be faster and have more dexterity than the Titan. because it is lighter. Also I don't know for certain yet but we may need to nerf the shields.
message 15:
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Austin, CEO of the world's largest and most evil Megacorperation
(last edited Jan 26, 2018 05:07PM)
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I also think the tanks have a crew of 3. The Driver, the Gunner and the Officer
Can you also bold the Names of the tanks
Can you also bold the Names of the tanks
message 17:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)
yo landmaster if you are bored I could use some help trying trying the make the attack helicopters of both nations.
That’s funny, I’ve been thinking about choppers and how they’ll fit into this. I’m down. We can talk about it here or you can pm me.
message 19:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 23:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 25:
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Austin, CEO of the world's largest and most evil Megacorperation
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As for the helecopters, I was thinking of just using a dragon monster sheet and renaming it to attack helecopter.
message 27:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 28:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 29:
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Austin, CEO of the world's largest and most evil Megacorperation
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V1
http://crysis.wikia.com/wiki/WZ-19_At...
V2
http://homefront.wikia.com/wiki/Z-10_...
V3
http://callofduty.wikia.com/wiki/EC-635
The Korean helicopters
http://crysis.wikia.com/wiki/WZ-19_At...
V2
http://homefront.wikia.com/wiki/Z-10_...
V3
http://callofduty.wikia.com/wiki/EC-635
The Korean helicopters
Dragon idea seems easy enough, but some things will obviously need to be translated. I can't say for sure as I don't know a lot about dragon monster sheets, the creatures I've created are fairly small. I'll look into it though.
I'm thinking maybe use a Young Red Dragon sheet? Switch the strength and dexterity, move more of the speed to flying, change bite and claw to more modern options, and maybe take multi-attack down to 2?
This is what I'm seeing:
STANDARD ISSUE CHOPPER
AC: 12
HP: 175 (8,10,2,3,2,9,7,10,1,8,3,7,8,9,1,5,2,+95)
Speed: 10ft, climbing 0ft, flying 120ft
Strength: 10
Dexterity: 23
Constitution: 21
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity +4, constitution +9, wisdom +4, charisma +9, immune to fire unless accompanied by some other damage
Skills: Stealth +8, Perception +4
Blindsight: (Sonar?)
Dark vision: (night vision cameras?)
Multi-attack: chopper makes 2 attacks instead of one.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 30 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Other:
If a helicopter takes more than 90 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
Thoughts?
This is what I'm seeing:
STANDARD ISSUE CHOPPER
AC: 12
HP: 175 (8,10,2,3,2,9,7,10,1,8,3,7,8,9,1,5,2,+95)
Speed: 10ft, climbing 0ft, flying 120ft
Strength: 10
Dexterity: 23
Constitution: 21
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity +4, constitution +9, wisdom +4, charisma +9, immune to fire unless accompanied by some other damage
Skills: Stealth +8, Perception +4
Blindsight: (Sonar?)
Dark vision: (night vision cameras?)
Multi-attack: chopper makes 2 attacks instead of one.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 30 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Other:
If a helicopter takes more than 90 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
Thoughts?
I'll look more into those specific helicopter models tomorrow. Maybe we can start a pit battle. One side could have a titan, a few squads of men, and the other side maybe 2 tanks and a helicopter.
Also, do you think the trophy shield on the titan should be restricted to stationary positions? If they move, their current shield dies, and it can't activate if moving? Or do you feel like that would limit it too much?
Also, do you think the trophy shield on the titan should be restricted to stationary positions? If they move, their current shield dies, and it can't activate if moving? Or do you feel like that would limit it too much?
message 33:
by
Austin, CEO of the world's largest and most evil Megacorperation
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sure we can try out the pit battle, once we make the choppers. we also need to make an RPG weapon mechanic. The closest thing the DM manual has is grenade launcher.
We can test out the shields only working while stationary.
We can test out the shields only working while stationary.
message 35:
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Austin, CEO of the world's largest and most evil Megacorperation
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message 37:
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Austin, CEO of the world's largest and most evil Megacorperation
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Another american VTOL
http://callofduty.wikia.com/wiki/Razo...
Actual helecopter
http://callofduty.wikia.com/wiki/Warbird
http://callofduty.wikia.com/wiki/Razo...
Actual helecopter
http://callofduty.wikia.com/wiki/Warbird
message 38:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
I was thinking that we say the person spends a turn locking on to a vehicle. then the next turn he automatically hits
Personnel weapons:
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
RPG: 300'/700' 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 19 for direct, 15 for close, 3 for barely hit. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Warhead must be able to see enemy upon launch.
MV 24 VTOL American Heavy Air transport
AC: 15
HP: 250
Speed: 0 ft, climbing 0 ft, flying 100 ft
Strength: 40
Dexterity: 18
Constitution: 10
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft.
Saving throws: Dexterity, strength
Skills: Stealth +5, Intimidation +8
Blindsight:
Dark Vision:
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Other:
At the beginning of every turn (VTOL or enemies) roll 1d8. 5-8=+10HP
KOREAN HELICOPTERS
V1
AC: 12
HP: 80
Speed: 10 ft, climbing 0 ft, 150 ft
Strength: 18
Dexterity: 30
Constitution: 18
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity
Skills: Acrobatics +10, Stealth +5,
Blindsight
Dark Vision:
Multi attack: The V1 attacks twice instead of once, and three times if it waives it’s movement.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 35 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Stationary nose gun: (Hit+5) 350'/800 1'beam: 4d12 piercing damage with sustained hit, 2d8 for passing hit.
-A V1 has 4 reactions per round to shoot at an enemy using this weapon, aside from it's regular 1.
Other:
If a V1 takes more than 50 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
V2 Chimera
AC: 15
HP: 200
Speed: 0 ft, climbing 0 ft, flying 120 ft
Strength: 30
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution,
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 10 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Other: If a V2 takes more than 120 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit. 15 damage or less=no damage.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
RPG: 300'/700' 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 19 for direct, 15 for close, 3 for barely hit. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Warhead must be able to see enemy upon launch.
MV 24 VTOL American Heavy Air transport
AC: 15
HP: 250
Speed: 0 ft, climbing 0 ft, flying 100 ft
Strength: 40
Dexterity: 18
Constitution: 10
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft.
Saving throws: Dexterity, strength
Skills: Stealth +5, Intimidation +8
Blindsight:
Dark Vision:
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 6 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
Other:
At the beginning of every turn (VTOL or enemies) roll 1d8. 5-8=+10HP
KOREAN HELICOPTERS
V1
AC: 12
HP: 80
Speed: 10 ft, climbing 0 ft, 150 ft
Strength: 18
Dexterity: 30
Constitution: 18
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity
Skills: Acrobatics +10, Stealth +5,
Blindsight
Dark Vision:
Multi attack: The V1 attacks twice instead of once, and three times if it waives it’s movement.
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 35 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Stationary nose gun: (Hit+5) 350'/800 1'beam: 4d12 piercing damage with sustained hit, 2d8 for passing hit.
-A V1 has 4 reactions per round to shoot at an enemy using this weapon, aside from it's regular 1.
Other:
If a V1 takes more than 50 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit.
V2 Chimera
AC: 15
HP: 200
Speed: 0 ft, climbing 0 ft, flying 120 ft
Strength: 30
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution,
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 10 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium.
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Other: If a V2 takes more than 120 points of damage in one turn, it falls prone and takes 20d6 falling damage. Does not take damage from missiles and rockets unless directly hit. 15 damage or less=no damage.
message 41:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 43:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Cool, thanks. If q gets his internet back and makes his charecter then I can actually start my game.
V3
AC: 10
HP: 60
Speed: 0 ft, 10 ft, 180 ft
Strength: 15
Dexterity: 35
Constitution: 14
Intelligence: 0
Wisdom: 0
Charisma: 0
Saving throws: Dexterity
Skills: Acrobatics +12, Stealth +12
Other:
- A V3 has 2 reactions per round
- Once per round, a V3 may choose to change a failed roll into a success.
- Uncanny dodge: A V3 may use it’s reaction to halve the damage from a seen enemy.
- Only takes direct hit damage from missiles
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 15 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
AC: 10
HP: 60
Speed: 0 ft, 10 ft, 180 ft
Strength: 15
Dexterity: 35
Constitution: 14
Intelligence: 0
Wisdom: 0
Charisma: 0
Saving throws: Dexterity
Skills: Acrobatics +12, Stealth +12
Other:
- A V3 has 2 reactions per round
- Once per round, a V3 may choose to change a failed roll into a success.
- Uncanny dodge: A V3 may use it’s reaction to halve the damage from a seen enemy.
- Only takes direct hit damage from missiles
Rocket Pods: 250'/750 target circle in range under chopper, each creature within that circle must make a DC 17 dexterity saving throw, taking 16d6 minus AC fire damage on a failed save and half as much on a successful one. Radius of circle is dependent on number of pods launched, up to 5. 1=4', 2=5', 3=7', 4=8', 5=10'. 15 pods. Pods hit 4 action's time after the chopper's turn, regardless of who's actions those are. Pods can also be split up into separate groups.
Razor VTOL
AC: 15
HP: 300
Speed: 0 ft, climbing 10 ft, 100 flying
Strength: 40
Dexterity: 15
Constitution: 35
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution +12, Strength +12
Skills:
Blindsight
Dark Vision
Machine Gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
A Razor VTOL may change a failed Constitution throw to a success once per round.
Multi attack: a Razor VTOL may attack 4 times per turn, but may only attack the same enemy twice per turn.
25 damage or less = no damage
AC: 15
HP: 300
Speed: 0 ft, climbing 10 ft, 100 flying
Strength: 40
Dexterity: 15
Constitution: 35
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Constitution +12, Strength +12
Skills:
Blindsight
Dark Vision
Machine Gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
A Razor VTOL may change a failed Constitution throw to a success once per round.
Multi attack: a Razor VTOL may attack 4 times per turn, but may only attack the same enemy twice per turn.
25 damage or less = no damage
Warbird
AC: 10
HP: 150
Speed: 10 ft, 0 ft, 100 ft
strength: 10
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity + 4, constitution +7
Skills: Stealth +6,
Blindsight
Dark Vision
Multi attack: Warbird may attack an additional 2 times per turn with them main machine gun, but for every attack beyond the first, it must roll 1d6. A roll of more than 5 results in overheating, which incapacitates the main machine gun. The number of attacks must be decided and completed prior to rolling.
Cloak: advantage on all saving throws, +10 stealth. Lasts for 1 round, charge time: 3 rounds.
Weapons
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
+1 Machine gun for each passenger after the pilot, but not more than 2 beyond the main gun. These guns do have the multi attack ability.
Other: If a Warbird takes more than 75 damage in one turn, it falls prone and takes 6d20 bludgeoning damage.
Only takes damage from direct missile hits.
AC: 10
HP: 150
Speed: 10 ft, 0 ft, 100 ft
strength: 10
Dexterity: 20
Constitution: 25
Intelligence: 0
Wisdom: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Charisma: 0 Passengers inside who are not the pilot decrease by 15 for all checks outside of the aircraft
Saving throws: Dexterity + 4, constitution +7
Skills: Stealth +6,
Blindsight
Dark Vision
Multi attack: Warbird may attack an additional 2 times per turn with them main machine gun, but for every attack beyond the first, it must roll 1d6. A roll of more than 5 results in overheating, which incapacitates the main machine gun. The number of attacks must be decided and completed prior to rolling.
Cloak: advantage on all saving throws, +10 stealth. Lasts for 1 round, charge time: 3 rounds.
Weapons
Machine gun: (Hit+5) 400'/1000: 2d20 piercing damage with sustained hit, 1d12 for passing hit. Can't hit flying enemies closer than 100'. Advantage on targets closer than 250'.
Missiles: 500'/1000': 3d20 bludgeoning damage + 3d20 fire damage on direct hit, 2d20 fire damage on close hit, 1d12 bludgeoning damage on barely hit. 3 missiles, DC to hit = 18 for direct, 10 for close, 3 for barely hit. Recharge time: 5 rounds. Hits one round after being launched. +3 hit for every size above medium, and -5 hit for every size under medium. Missile must be able to see enemy upon launch.
+1 Machine gun for each passenger after the pilot, but not more than 2 beyond the main gun. These guns do have the multi attack ability.
Other: If a Warbird takes more than 75 damage in one turn, it falls prone and takes 6d20 bludgeoning damage.
Only takes damage from direct missile hits.
message 48:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
I added a machine gun for every passenger after the first, but not more than two extra, and modified multi attack. Does that look better?
message 50:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
Yup.
So on an unrelated topic. The dm guide has a burst fire mechanic. Where a person would shoot 10 rounds of a mag. But has no mechanic for going full auto and emptying a clip in a turn. How do you think we should make that?
So on an unrelated topic. The dm guide has a burst fire mechanic. Where a person would shoot 10 rounds of a mag. But has no mechanic for going full auto and emptying a clip in a turn. How do you think we should make that?
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